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RPG Laboratory

New Moves

Here is a Full unorganized list of all the moves that Aaron White created before creating the latest MACE addition. I will be organizing and updating this list soon.

Crushing Blow
Strike - Spades/Clubs
If opponent Block's Crushing Blow and the card value of Block is lower than Crushing Blow's card value, then do not reduce the Damage of Crushing Blow.

Back flip
Dodge - Hearts
If successful, player can Move their character an amount equal to Back flip's card value, instead of Back flip's card value minus opponents card value.

Vicious Block
Block - Diamonds
If used to Block a Strike, and if Vicious Block's card value is higher than opponents Strike card value, then deal Damage to opponent equal to the difference in card value's.

Leaping Kick
Strike - Spades
Player may Move their character an amount equal to Leaping Kick's card value before resolving.

Duck and Weave
Dodge - Hearts
If Duck and Weave is successful, return to player's Hand. Do not redraw a replacement card.

Body Toss
Strike - Spades
If Body Toss does Damage to an opponent, Knock back is equal to the Damage, instead of Damage/2.

Superior Stance
EFFECT
Play when you successfully reduce all Damage from a Strike with a Block. Opponent loses one Strike Fighter Token. Player gains one Block Fighter Token.

Vicious Assault
EFFECT
Play when you successfully deal Damage to an opponent using a Strike. Opponent loses one Block Fighter Token. Player gains one Strike Fighter Token.

Evade and Retaliate
EFFECT
Play when you successfully Dodge a Strike. Opponent loses one Dodge Fighter Token. Player gains one Strike Fighter Token.

Special Followup
EFFECT
Play when you successfully deal Damage to an opponent. Opponent loses one Charge-Up Fighter Token. Player gains one Charge-Up Fighter Token.

Opposing Forces
STRIKE
Play when opponent uses a Strike against you. Play a Strike from your hand as a Block. If Opposing Forces Card Value is higher than the opponents Strike Card Value, opponent takes Damage equal to the difference.

Shoulder Toss
STRIKE
Knock back from Shoulder Toss is equal to the Damage dealt, not the Damage dealt divided by two.

Leaping Attack
STRIKE
Before resolving, player can Move a number of hexes equal to Leaping Attack's Card Value.

Leg Sweep
STRIKE
If opponent takes Damage from Leg Sweep, they are automatically Knocked Down.

Overpowering Attack
STRIKE
Spend one Rage Token to use Overpowering Attack. If opponent Blocks Overpowering Attack and the Card Value of opponents Block is lower than Overpowering Attack's Card Value, Damage is not reduced by the Block.

Duck and Weave
DODGE
Duck and Weave is returned to the players Hand once resolved instead of being discarded. Do not redraw a new card.

Evasive Dodge
DODGE
If Evasive Dodge is successful, player can Move a number of hexes equal to Evasive Dodge's Card Value (instead of the difference).

Unbalancing Block
BLOCK
If Unbalancing Block's Card Value is higher than the Card Value of the opponents Strike, opponent suffers Knock Back equal to the difference in Card Values.

Reflect Blast
BLOCK
Spend one Charge-Up or Block Token to use Reflect Blast. If used to Block a Blast, and the Card Value of Reflect Blast is higher, opponent takes Damage equal to the Card Value of their own Blast (may Block or Dodge).

Energy Slash
BLAST
Player can deal Damage to adjacent opponents with Energy Slash.

Curving Blast
BLAST
Player can target opponents behind cover with Curving Blast.

Tractor Blast
BLAST
If opponent takes Damage from Tractor Blast, Knock Back is towards player, not away from player.

Shed Damage
CHARGE-UP
Play when player takes Damage (does not require a Action). Reveal a face down Charged card. Reduce the Damage taken by an amount equal to Shed Damage's Card Value.

Mega Blast
BLAST
Spend one Rage and one Charge-Up Token to use Mega Blast. Reveal a second face down Charged card. Add the two Card Values together for the purpose of Damage.

SHOULDER TOSS – STRIKE
Knock Back caused by Shoulder Toss is equal to Damage, not Damage/2.

BOOST ATTACK - STRIKE
If player has Momentum Boosted before using Boost Attack, deal extra Damage
equal to the amount of MOVE.

VICIOUS BLOCK – BLOCK
If used to BLOCK a STRIKE and card value is higher, opponent takes Damage equal
to the difference in card values.

UNBALANCE – BLOCK
If used to BLOCK a STRIKE and card value is higher, opponent suffers Knock Back
equal to the difference in card values.

BACKFLIP – DODGE
If successful, player can MOVE a number of hexes equal to Backflips card value,
instead of the difference in card values.

DUCK AND WEAVE – DODGE
If successful, put the Duck and Weave back into the players hand. Do not redraw
a card.

ENERGY STRIKE – BLAST
May target opponents adjacent to player.

REFLECTOR – BLAST
May use a BLAST as a BLOCK against another BLAST. If Reflectors card value is
higher than the opponents BLAST, they take Damage equal to the difference.

ENERGY SOAK – CHARGE
Reveal a facedown CHARGE card as Energy Soak when taking Damage. Reduce the
Damage by the card value of Energy Soak.

Remember Aaron's words:
"The above are just a few of the many examples,which will further widen the scope of the possibilities of MACE.
One key thing to note in regard to Fighter Cards, is that the names are not official. What I mean is, if you want to build M. Bison from Street Fighter, and you want the Scissor Kick, rename Leaping Kick and use those rules! This makes it a simple matter of renaming a Fighter Card that works to build the character you want!"